Monday, February 22, 2010

So, what's on your iPod?, pt.6


The latest effort to reconnect with the bands I loved in my youth takes me, once again, to Saxon. The quintet from Yorkshire went off the rails in the mid-80s, attempting to emulate the hair metal sound of bands like Def Leppard and Whitesnake and doing a piss-poor job of it. It wasn't until the 90s that Saxon began to rediscover its NWOBHM roots and produce quality music again. One of their better efforts was the 1999 release Metalhead. Although a bit uneven, there are several solid tracks on the album, including "Are We Travellers in Time", "Sea of Life" and "Conquistador" (which Biff Byford annoyingly insists on pronouncing 'con-KWISS-ta-door'). Saxon, as it turns out, was quite prolific in the 90s, with Forever Free (1992), Dogs of War (1995) and Unleash the Beast (1997) still to come on my list of albums to check out. I can't wait.

-Rognar-

Friday, February 19, 2010

Psycho-killer, qu'est que c'est?

So apparently this homicidal prof down in Alabama was into D&D and maybe even LARPing! Whatever. If LARPing is going to make someone flip out and shoot up the place, it's time we started taking a hard look at these guys, Redneck LARPers:



After all, their weapons are real.

-Rognar-

Thursday, February 18, 2010

Random chargen? I hate it.

Hot topics in the RPG blogosphere always seem to start with something James Maliszewski has to say. Suddenly, his post on the unforgiving nature of Traveller character generation, something of which I have very painful memories, has spawned other posts, rebuttals and comments. I don't really know if any insight can be drawn from all this discussion, but I can tell you why I hate random chargen, because I am a monumentally lousy dice-roller. It's absolutely true. In AD&D, I was almost never able to roll minimum stats for any class at all. Literally, even getting a single 9 on 6 rolls of 3d6 was only achieved after multiple attempts. We had to house rule the chargen process to allow me to play the class I wanted because actually getting a 9 on the appropriate roll to play a wizard or a fighter was astronomically unlikely for me. For all you old school guys who insist the old dice-rolling approach was best, try this, instead of rolling 3d6 for your next character, just roll 2d6+1. That way, you will get a distribution closer to my rolls for the two decades I spent playing AD&D 1e/2e.

-Rognar-

Wednesday, February 17, 2010

The economics of poison

I've never really given much thought to the use of poison in D&D 3.5/Pathfinder. Some monsters have it and can, on occasion, use it to good effect, but players rarely use it. First of all, there is the danger of a self-inflicted poisoning, a risk to which only assassins are immune. Also, poisons don't seem all that effective against any of the really powerful monsters you might actually want to use it on. Sure, you could use something like black lotus extract with its hefty save DC and its truly scary 1d6 Con damage per round, but at 4500 gp per dose, it isn't even remotely cost effective. Spells and swords can accomplish even more and generally don't cost a thing. However, with the addition of the alchemist class in Pathfinder, the use of poison is going to become more common and it may be time to examine the economics of poison (and alchemy in general).

I remember in the olden days, we used to butcher every poisonous monster we killed, trying to extract the precious poison glands for our own use or resale (assuming there wasn't a pesky paladin in the party). Of course, there was always a risk of being poisoned (an exaggerated risk, in my opinion), but it was worth it. There is, of course, nothing preventing a group from doing the same in Pathfinder, but, depending on how firmly the DM adheres to treasure rules, adjustments would have to be made to include the value of any poison in the treasure of the encounter. This could get tricky since a monster may have multiple doses or it might use up all its available poison in the fight, so the value of its poison could vary wildly and may, in fact, be more valuable than any treasure such a monster might be expected to possess.

Next, there is the question of how to extract the poison. In older versions of D&D, it didn't matter, you just did it and hoped the DM didn't have a fight with his girlfriend the night before. These sorts of things are more formalized now, so some sort of skill check is called for. An appropriate knowledge skill might be a possibility, but that means a different skill for different types of monsters. Also, knowledge skills usually involve theoretical, rather than practical knowledge, like knowing where the wyvern's venom sac is located, but not necessarily how to extract it intact. Craft (alchemy) includes the ability to make poison, but doesn't really seem to imply the anatomical knowledge of poisonous creatures. Survival would seem to skirt along the edges of this activity, since it includes tracking and hunting. It wouldn't be a stretch to include butchering monsters for their valuable body parts and it is a class skill for alchemists, leading me to believe that is what the Pathfinder design team has in mind.

The upshot of all this is right now, poisons are way too expensive, even if you make your own, to be a significant part of any PCs bag of tricks. The alchemist class will likely require some rule changes to make poison use more accessible.

-Rognar-

Friday, February 12, 2010

The Landmaster

Over at EXONAUTS!, Jay has an excellent post about space age vehicles. It got me to thinking about just such a vehicle that is near and dear to my heart...and it's real! I'm talking about the Landmaster from the 1977 post-apocalyptic movie Damnation Alley. Built by Dean Jeffries for a whopping $350,000 US (well over a million in today's dollars), the Landmaster still exists today and is fully functional (except for armaments, I'm sure).

I give you, the Landmaster:




-Rognar-

cross-posted at Rognar's Space Horror Blog

Tuesday, February 09, 2010

Review - Starblazer Adventures

As part of the New Year's sale at DriveThruRPG, Starblazer Adventures by Cubicle 7 was available for a mere $10, so I bought it out of curiousity. For those unaware of this game, it is slightly-pulpy, FATE-based space opera game based on a '70s-era British comic book series. The game setting is enormous, weighing in at over 600 pages, yet still manages to feel a tad light on crunch. I think this may be a function of the modified FATE system used in the game. Actions are resolved by rolling 2 d6s, one designated as a negative die before the roll. The positive and negative dice are added together to give a result from -5 to +5, with the highest probabilities being the closest to 0. Added to the result is a modifier resulting from skills and other factors. This modifier will typically range from +1 to +3, although higher modifiers are possible. In addition to skills, characters also have stunts and aspects. Stunts are a lot like feats (or in some cases, class features) in the d20 system. They typically allow you do something with a skill you wouldn't normally be able to do, or give you a positive modifier to a skill under certain circumstances by accepting a negative modifier on other skills.

Aspects are rather less well-defined. They are brief phrases that describe motivations, personality quirks or background information of a character that can be used under certain circumstances to cajole the GM to allow some benefit. Alternatively, the player can use an aspect to his character's detriment, in order to earn fate points. Fate points are at the very heart of the FATE game system. Spending fate points allows a player to temporarily take control of the story. They can be used for a variety of things from adding an additional +1 modifier to any dice roll to powering some stunts to compelling a negative result from an opponent's aspect. While GMs do have veto power over the use of fate points, they are encouraged not to use it unless doing so would cause serious problems for the story.

Not surprisingly, Starblazer Adventures borrows heavily from the Starblazer comic books, incorporating story arcs, recurring characters and technologies from the comics directly into the game setting. The setting itself is divided into three eras, although other settings are possible. The three main settings are the Trailblazer Era, in which mankind first takes to the stars (think Enterprise or Star Trek), the Empire Era, in which a human empire battles across the galaxy with other great alien empires (more like Star Trek: Deep Space Nine or Babylon 5) and the Cosmopolitain Era, in which a galaxy-spanning empire made up of many races including humans maintains the Pax Galactica (best analog might be the Old Republic era of Star Wars).

Overall, the game is pretty good, especially if you are looking for a bit of pulp or campy feel to your space opera campaign. The FATE system tends to encourage a bit of whimsy on the part of the players, so serious or gritty campaigns probably won't work as well unless the GM and the players are all on the same page. I would never use the FATE system for my space horror campaign setting, but if you're looking for "a wee bit o' fun", this might be just the thing.

-Rognar-

Thursday, February 04, 2010

Another House Rule: Blasters

Not the Star Wars kind.

Evocation in 3.5 and Pathfinder sucks as a school of magic. Between massive hit point inflation and caster level caps Evocation just doesn't pack the punch it used to. In fact I would argue (and do quite frequently) that evocation spells are a waste of a spell slot.

Sure it's nice against low level mooks but why not just let the melee types feel awesome for a bit. Between SR, Saves and Energy Resistance, why bother?

So for the up coming campaign I am ruling that energy type spells are not effected by spell resistance.

Comments?

Wednesday, February 03, 2010

Have we seen the last of Axis & Allies miniatures?

I made a rare visit to the WotC website today and scanned through the brands...Magic: the Gathering, Heroscape, Dungeons and Dragons, Duel Masters, Axis & Allies, Star Wars. It got me to thinking. With the Star Wars license gone, has the streamlining stopped or are there other product lines on the chopping block. Magic: the Gathering and Dungeons and Dragons have to be considered core brands and pretty well untouchable. Heroscape is the only one of the brands commonly seen in mainstream toy stores like Toys-R-Us, which likely makes the Hasbro overfiends happy. Duel Masters is a CCG based on an anime property, pretty much an obligatory product line for a card company. So, that leaves Axis & Allies. Hasbro owned Avalon Hill and rolled it into WotC when it bought the company. It already owned Milton Bradley (man, Hasbro is the Evil Empire of gaming) which developed the original Axis & Allies boardgame, and promptly switched that product line to Avalon Hill. At this point, the various versions of the boardgame, a few other boardgames such as Diplomacy and the miniatures lines are the only Avalon Hill properties actively being produced. Of these, the minis lines are clearly the most neglected, with only two sets being released in 2009. Pre-painted plastic minis are apparently quite expensive to produce, certainly more so than the unpainted play pieces of a typical boardgame and while the Axis & Allies brand is well-known, it's mostly because of the venerable boardgame, not the minis. So, I think all signs point to A&AM being the next property to face the firing squad.

-Rognar-


Further note: Hasbro also owns Parker Brothers, the makers of Monopoly and Risk. In other words, they bloody well own everything. I add Hasbro to my list of other companies and organizations I hate; Microsoft, Disney, the New York Yankees...

The latest purchase from my FLGS, pt.8

With the end of the Star Wars Saga Ed. coming soon, I actually have the opportunity to own the entire game, every hardcover published in the product line. To that end, I picked up Galaxy of Intrigue, the penultimate sourcebook in the SWSE series. I knew before I bought it that it would be one of, if not the weakest product so far and in that regard, my expectations were realized. However, it does have just enough crunch, combined with my inherent collector's obsessive-compulsiveness, to compel me to buy it. The main selling point is updated stats for a number of fairly important alien races, such as the Bith, the Defel, the Gotal and the Neimoidian. Although these races had been described in past releases, they had not been given the full treatment. No doubt, the SWSE braintrust had been saving them up for just this reason.

There are some new feats and talents, as well as equipment and droids, but Galaxy of Intrigue is, without a doubt, the fluffiest book so far, knocking The Rebellion Era Sourcebook off that pedestal. Still, some the fluffy bits, like the numerous mini-adventures, are not completely devoid of merit. A seasoned group of SWSE players probably won't find much that's indispensible in Galaxy of Intrigue, but new players and GMs, especially those with an interest in "cloak-and-dagger" gameplay will find a lot of useful material.

-Rognar-

Further note: With only The Unknown Regions remaining to be released, a lot of the "Expanded Universe" stuff will not get covered in SWSE. One notable omission is the Yuuzhan Vong. Although there have been fragments of info about this race scattered through several books, it has never gotten a sufficiently detailed description to create a campaign centered on the Yuuzhan Vong invasion. My suspicion, however, is that few tears will be shed by diehard Star Wars fans.

Friday, January 29, 2010

What is the future of the Star Wars game license?

With the news that WotC is dropping the Star Wars license this year, no doubt rampant speculation will begin over the future of the franchise. So let's get it started. My guess is that the tabletop rpg is dead, at least for the forseeable future. There just aren't many companies aside from WotC that could afford it and the few that could don't seem to be a good fit. For example, Mongoose, a relatively big company, would probably be seen by the folks at Lucasarts as being a bit too risky. They publish a lot of product to be sure, but they also miss a lot of release dates and there are frequent complaints about the quality of their products. Cubicle 7 is an up-and-comer, but my guess is that they are not ready to take on something of this magnitude. Besides those two, the only company I can think of with the means to pull it off is Paizo. The Star Wars license might be a good fit for a company looking to position itself as the alternative to WotC, but I think they have so many resources committed to the various Pathfinder product lines, they probably couldn't see themselves taking on the demands of the Star Wars license right now.

The other side of the Star Wars game license is the minis. WotC has certainly beaten that dead horse repeatedly over the last few years, so I think if anyone got an idea to revive a Star Wars minis line, they'd choose to do it differently. I think the one company that might see some potential there would be Rackham. Doing Star Wars using an approach similar to AT-43 or Confrontation might have interest for minis collectors who are fed up with blind packaging and 15 different versions of Darth Vader. Personally, I hope that doesn't happen since it would almost certainly impact the other Rackham lines negatively.

-Rognar-

Thursday, January 28, 2010

Rognar Called It.

Good bye Star Wars Saga

Want a job at Wizards?

WotC is looking for a new editor

Link

One requirement not mentioned in the ad:

-Must be willing to leave quietly when we fire you just before Christmas

-Rognar-

Tuesday, January 26, 2010

So, what's on your iPod?, pt.5


What can I say about Apocalyptica? The obvious, four classically-trained cellists (Is that redundant? Are there any other kinds of cellists?) from Finland who use their powers for good, bringing symphonic metal to the masses. Probably best known to North American audiences for their covers on YouTube and their appearance in Some Kind of Monster, a documentary film about Metallica released in 2004, the group has been around since the early '90s. Their most recent studio album, Worlds Collide, was by far their most successful, reaching as high as 59 on the Billboard Top 200 in 2008. As one might expect, Apocalyptica produces an unusual brand of metal, at times symphonic, gothic, progressive, with an occasional track like "I'm Not Jesus" (sung by Corey Taylor of Slipknot), which can only be described as straight up rock and roll. While most metal music works better with fantasy, I feel the Apocalyptica sound lends itself well to a sci-fi rpg setting, especially space opera. This is good news for someone like me who detests techno, the usual music style associated with futuristic campaigns.

-Rognar-

Editorial note: Apocalyptica, Crom, Sabaton, without doubt, everything interesting in heavy metal today is happening in continental Europe. The Scandinavians, Finns and Germans have taken over from the Brits and the Americans as the true powerhouses of metal.

Monday, January 25, 2010

Pathfinder rule musings

Saving throws and magic items:
The save DCs for spell-like effects generated by magic items are too low, in my opinion. For example, the dagger of venom inflicts the effects of a poison spell on the target. This is a 4th level spell, so the Fort save DC is listed at 14. This DC does not, of course, incorporate the ability score modifier of the creator, presumably because that value is not known for every magic item. However, this means many magic items become pretty useless at mid-levels. Now remember, in the example above, poison is a 4th level cleric spell. That means the caster has to have at least Wis 14 to cast it. So, at minimum, the creator of a dagger of venom must have a +2 Wis bonus. I propose, then, that the save DC for this item should be 16, not 14. Also, if a PC wanted to make one, he should be able to use his own ability modifier. That way, a dagger of venom or any other magic item could be as dangerous to 15th level characters as it is to 3rd level characters.

Determining magic item functions:
I think the combination of using detect magic and the Spellcraft skill to identify magic items has caused many higher level spells to become much less useful. Consider, the number of spells that allow one to identify magic items, detect magic, identify, analyze dweomer, arcane sight and arcane sight, greater. Now admittedly, none of these spells exactly duplicates the effects of the others. For example, using detect magic or identify requires a Spellcraft check, while the higher level spells do not. However, I suspect most players will find little incentive to have all these spells in their daily list. There is just too much redundancy.

-Rognar-

Wednesday, January 20, 2010

Now this is funny...

Most gamer humour is about as funny as a kick in the 'nads, classics involving gazebos and magic missile attacks on the darkness being the exception, rather than the rule. This, however, is hilarious.

-Rognar-

Tuesday, January 19, 2010

Mearls on game balance

I know what you're thinking, "Jeez, will you quit with all the game balance posts, already?" Well, what can I say, this post on Mike Mearls site has been getting lots of discussion on the blogs of late, so I'm just catching the zeitgeist. I agree with everything he says and I'm not sure where the controversy lies. After all, Mearls admits that many gamers don't care about combat balance. He just argues that having combat balance does not have to be detrimental to the non-combat aspects of the game. Hey, if you want to suck in combat, go right ahead. I suggest starting with a bard and building from there. D-bane, got anything to add? :D

-Rognar-

Boring Magic Items

As I continue to gear up for the upcoming campaign, I've been looking at rule tweaks. Pathfinder has lots of items but for the most part they tend to get crowded out my those items which grant a numerical advantage.

The Cape of the Manta ray is very stylish but most people would trade it in a heart beat for a good ole cloak of resistance.

What I propose is to grant all of the PCs level appropriate bonuses. Everyone can add +2 enhancement bonus to the stat of their choice, a +2 resistance bonus, and a +1 deflection bonus. Items that grant these bonuses will be removed from the game. I'll leave in the Amulet of Natural Armor. I was going to lower starting cash somewhat but when I realized that there are no magic marts, I may just leave it alone.

Maybe I'll give everyone free armor and weapon bonuses too although now I'd definitely have to lower starting cash. Any comments?

Respectability? No thanks

When I look back at my early gaming life and ponder what it was that made D&D so cool in '81, I realize it was because the game was subversive. It was teaching kids reading, writing, mathematics and it was doing it without any adult supervision. That is ultimately what caused certain religious and political authorities to condemn D&D. The kids were learning, but not necessarily the things their authority figures wanted them to.

So now the generation that grew up on D&D is reaching middle age. We have kids of our own and we hope to pass on the hobby to them. Some of us want D&D and other RPGs to take on an air of respectability. Well, I say nuts to that. I think the hobby should remain the forbidden fruit, something not talked about in polite company. Like your dad's collection of vintage Playboy magazines, your old D&D books should be something the kids stumble upon while poking their noses in places they don't belong. I think this is the way tabletop RPGs will survive and endure. This hobby can't hold a candle to video games in the minds of kids today unless it has some element of danger. Make our games subversive again.

-Rognar-

Sunday, January 17, 2010

A&AM Early War 1939-1941 comments

Bicycle troops (Belgian and Japanese) are actually pretty useful, assuming you have a decent number of road hexes in your map.

The Coordinated Fire commander ability of the Polish Officer is not as great as one would think. This unit can only attack adjacent targets, so in order for other units to benefit from the ability, you have to place your officer in the front line. That is a great way to lose your commander early.

It's not much to look at, but the Marmon Herrington is an excellent armoured car. I could see using it in any year of the war.

The BEF Infantrymen and the Finnish Ski Troops are both excellent 4-pt. infantry units and would be highly useful in any scenario. Too bad the Finnish Ski Troop doesn't actually have skis, though.

The T-28 is a beast. It looks scary as hell and is murder on infantry as well as early tanks.

The Semovente L40 looks awful. I'm even more annoyed that it's a rare and that I've got three of them.

The Cruiser Mk.III A13 is a great-looking unit. Too bad it has tin foil armour.

The Covering Fire SA of the Japanese Type 99 LMG is going to make the Banzai charge even more devastating and it's only a 4-pt. unit. At least it doesn't have Double Shot.

-Rognar-

A&AM Early War 1939-1941 first pulls

I got my first 18 boosters from the Axis & Allies Miniatures recent set, Early War 1939-1941 (thanks, D-bane). I'll have more to say later, but here are my rares:

Soviet Union
T-28
MiG-1
BT-5 (x2)

Finland
T-26E

United Kingdom
Cruiser Mk III A13 (x2)
Matilda II

France
Morane-Saulnier MS.406

South Africa
Valentine II
Marmon Herrington Mk.II AC (x2)

Poland
7TP

Germany
PzKpfw IV Ausf.A
Panzer III Ausf.F

Italy
Semovente L40 da 47/32 (x3) (WTF?!)

So, I missed two of the four aircraft in the set, including the Stuka. That sucks! Also, I don't have much use for three Italian assault guns (no idea how that happened). Still, it's a good start. I will obviously be jumping into the singles market at some point.

-Rognar-